Search

Search content of the knowledge base.

The search found 17 results in 0.009 seconds.

Search results

  1. Fixing the Computer World

    Nelson believes today's computer world is based on tekkie misunderstanding of human life and human thought.

    These have led to unfortunate traditions and structures: hierarchical directories, the PARC user world (the so-called "modern GUI"), the division of the software world into high-walled applications, WYSIWYG documents (simulating paper under glass that you can't mark or cut up), the redefinition of "cut and paste" from their important meaning of previous centuries, the one-way non-overlappable links of the World Wide Web, the locking of Web pages to Internet locations, XML with its imposed hierarchy and non-overlappable attributes of locked-in descriptors, and now the Semantic Web-- a plan for tekkie committees to standardize the universe of human ideas.

    All these, Nelson says, are based on warped notions of how ideas, and people, work, and come from traditions and mind-set of the tekkie community. But it is not too late to provide alternatives, because the problems of the present approaches corrupt our work and lives at every level, and huge improvements are possible.

    (Source: Author's abstract, Incubation3 conference site, trAce Archive)

    Scott Rettberg - 19.01.2013 - 23:18

  2. Narrative Archaeology and the New Narrativology

    To reconsider narrative and its relationship to new media one must look at the spatial possibilities and rich subtext already present in the cities and roads away from hypertext and screen specific data forms. The majority of work dealing with gps is emphasizing the leaving of traces, of another layer to enhance. This misses a huge area of potential. The city spaces can now be "read" in all the layers of architecture, ethnography, layers of land usage, and the narratives of people lost in time. Writing can become one of a story space constructed of fictive detail to establish story space AND the details of the steets and buildings themselves and their details (much of which is unkown to most who pass them). Juxtaposition, experiential metaphor, a sense of not V.R with one still in one world in active in another as story space, but active in both. The new writing form creates a new sense of detail and metaphor as well as of process itself, with many exciting new possibilities.

    (Source: Author's abstract, Incubation3 conference, trAce Archive)

    Scott Rettberg - 19.01.2013 - 23:39

  3. Cyberspace, Cybertexts, Cybermaps

    Cyberspace, Cybertexts, Cybermaps

    Jill Walker Rettberg - 28.06.2013 - 15:24

  4. Digitale verdener: de nye mediers æstetik og design

    I de senere år har man med fremvæksten af nye digitale medier og redskaber været vidne til en fremvækst af teoretiske betragtninger over de nye digitale fænomener: om deres forhold til filosofi, æstetik og design og om deres samspil med samfundet, kulturen og individet. Denne antologi søger at give et overblik over nogle af de mange synspunkter og teorier, der cirkulerer i den aktuelle debat mellem forskere inden for digital æstetik og design. Med baggrund i disse diskussioner afmærker bogen ikke blot debattens vigtigste temaer, men giver også konkrete bud på, hvordan de nye digitale fænomener kan analyseres. Bidragyderne er alle primært yngre forskere, der både nationalt og internationalt har været med til at etablere forskningen inden for digital æstetik og design: Gert Balling, Rasmus Blok, Ida Engholm, Jesper Juul, Anker Helms Jørgensen, Anders Fagerjord, Gonzala Frasca, Lisbeth Klastrup, Raine Koskimaa, Lars Qvortrup, Mette Ramsgaard Thomsen, Mette Sandbye, Frank Schaap, Lisbeth Thorlacius.

    Jill Walker Rettberg - 03.07.2013 - 12:23

  5. Games/gaming/simulation in a new media (literature) classroom

    Disccuses some practical issues involved in teaching new media in literature classroom, focusing on the necessity of teaching literatuer students to consider the language of gaming in the study of new media forms, on teaching collaborative media for the electronic media as a form of writing game, and on considering contemporary computer games in a cultural studies context.

    Scott Rettberg - 08.07.2013 - 21:18

  6. Unusual Positions: Embodied Interaction with Symbolic Spaces

    A discussion of poetic installation artwork with physical or embodied interfaces.

    Jill Walker Rettberg - 27.08.2013 - 15:05

  7. The Ideology of Genre: A Comparative Study of Generic Instability

    In a series of comparative essays on a range of texts embracing both high and popular culture from the early modern era to the contemporary period, The Ideology of Genrecounters both formalists and advocates of the "death of genre," arguing instead for the inevitability of genre as discursive mediation. At the same time, Beebee demonstrates that genres are inherently unstable because they are produced intertextually, by a system of differences without positive terms. In short, genre is the way texts get used. To deny that genres exist is to deny, in a sense, the possibility of reading; if genres exist, on the other hand, then they exist not as essences but as differences, and thus those places within and between texts where genres "collide" reveal the connections between generic status, interpretive strategy, ideology, and the use-value of language.

    (Source: Penn State University Press catalog copy)

    Ana Castello - 02.10.2018 - 17:57

Pages